Hinokakera Chaotic Eclipse/Kakeru: Difference between revisions
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tl;dr: Kakeru is behaviorally kinda like Sol Badguy from Guilty Gear with Johnny's Iaido-style moves. Smokes cigs and draws pentagrams and stuff cuz its cool and not cringe. | tl;dr: Kakeru is behaviorally kinda like Sol Badguy from Guilty Gear with Johnny's Iaido-style moves. Smokes cigs and draws pentagrams and stuff cuz its cool and not cringe. | ||
|subheader1=Katana Stances | |subheader1=Katana Stances | ||
|content2=Kakeru has two additional stances, where he draws his katana, entered via | |content2=Kakeru has two additional stances, where he draws his katana, entered via special commands or switched into from certain attacks. These two completely change not only his movelist, but also movement and guarding abilities. | ||
special commands or switched into from certain attacks. These two | |||
completely change not only his movelist, but also movement and guarding | |||
abilities. | |||
In "Katsugu" or 'K' stance Kakeru puts katana onto his shoulder and gains a set of | In "Katsugu" or 'K' stance Kakeru puts katana onto his shoulder and gains a set of slow, but extremely powerful moves. For this, he cannot crouch, walk, run, jump or even guard – instead he gains access to a step dash (instead of run) backdashing and sidestepping. The Katsugu dash is longer than the regular dash time outside stance, and sidestepping causes Kakeru to move closer to his opponent instead of circling around as with the default sidestep. | ||
slow, but extremely powerful moves. For this, he cannot crouch, walk, run, | |||
jump or even guard | |||
backdashing and sidestepping. The Katsugu dash is longer than the regular | |||
dash time outside stance, and sidestepping causes Kakeru to move closer to his opponent instead | |||
of circling around as with the default sidestep. | |||
In "Hiku", or 'H' stance Kakeru holds katana low to the ground and attacks with less | In "Hiku", or 'H' stance Kakeru holds katana low to the ground and attacks with less straightforward and damaging slashes, but his defense is nonetheless low. Once again, he cannot guard, walk, jump or crouch, but in this stance he | ||
straightforward and damaging slashes, but his defense is nonetheless low. | is able to run as well as dash. Forward dash is much shorter, backdash, on the other hand, noticeably longer, and sidestep now causes Kakeru to increase the distance between him and his opponent. | ||
Once again, he cannot guard, walk, jump or crouch, but in this stance he | |||
is able to run as well as dash. Forward dash is much shorter, backdash, on | |||
the other hand, noticeably longer, and sidestep now causes Kakeru to | |||
increase the distance between him and his opponent | |||
In both katana stances Kakeru is able to cancel his dash into an attack | In both katana stances Kakeru is able to cancel his dash into an attack thus adding forward momentum to the attack. In addition to this, most stance attacks have a "built-in" option to switch into another stance on the fly, allowing Kakeru to link together attacks from both modes, typically done by holding the button down after executing the appropriate move in a stance. | ||
thus adding forward momentum to the attack. In addition to this, most stance attacks have a | |||
"built-in" option to switch into another stance on the fly, allowing Kakeru | |||
to link together attacks from both modes, typically done by holding the button down after executing the appropriate move in a stance. | |||
For notation purpses stance moves are prefaced with k. or h. for K and H stance respectively, as such <code>k.236A > C > C</code> assumes that you '''start''' in K stance and input 236A. | |||
}} | }} | ||
</div><!--END TOP SECTION--> | </div><!--END TOP SECTION--> | ||
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|version=6[B] | |version=6[B] | ||
|damage=750 | |damage=750 | ||
|guard=High | |guard=High | ||
|description=The charged solar plexus punch. Knocks back on hit and can be teched, but it's an overhead, special cancellable, and has a lot of pushback on block. Pretty good button to quickly end a blockstring safely. | |description=The charged solar plexus punch. Knocks back on hit and can be teched, but it's an overhead, special cancellable, and has a lot of pushback on block. Pretty good button to quickly end a blockstring safely. | ||
}} | }} | ||
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|name=66A | |name=66A | ||
|image=Hikake_Kakeru_66A.png | |image=Hikake_Kakeru_66A.png | ||
|input= | |input=Technical Only | ||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=662A | |name=662A | ||
|image=Hikake_Kakeru_662A.png | |image=Hikake_Kakeru_662A.png | ||
|input= | |input=Technical Only | ||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=66B | |name=66B | ||
|image=Hikake_Kakeru_66B.png | |image=Hikake_Kakeru_66B.png | ||
|input= | |input=Technical Only | ||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=662B | |name=662B | ||
|image=Hikake_Kakeru_662B.png | |image=Hikake_Kakeru_662B.png | ||
|input= | |input=Technical Only | ||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=100 | |damage=100 | ||
|guard=High | |guard=High | ||
|description=Kakeru's fastest air normal, looks like it can be whiff canceled into itself, but it probably just has really fast recovery. Good as an air-to-air for it's speed, otherwise its just air combo filler. | |description=Kakeru's fastest air normal, looks like it can be whiff canceled into itself, but it probably just has really fast recovery. Good as an air-to-air for it's speed, otherwise its just air combo filler. | ||
}} | }} | ||
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{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=210 | |damage=210 | ||
|guard=High | |guard=High | ||
|description=Kakeru's main jump-in for combos, especially when done during a hop. Has to be done pretty close to landing in order to reliably combo into standing/crouching B buttons for max damage, more generous window on crouching characters. | |description=Kakeru's main jump-in for combos, especially when done during a hop. Has to be done pretty close to landing in order to reliably combo into standing/crouching B buttons for max damage, more generous window on crouching characters. | ||
}} | }} | ||
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{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=440 | |damage=440 | ||
|guard=High | |guard=High | ||
|description=Kakeru's biggest range and slowest air normal. Usually used to end his universal meterless BnB, but can be used as a jump-in sometimes to instantly knock the opponent down and away. | |description=Kakeru's biggest range and slowest air normal. Usually used to end his universal meterless BnB, but can be used as a jump-in sometimes to instantly knock the opponent down and away. | ||
}} | }} | ||
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|name=Throw | |name=Throw | ||
|input=4C | |input=4C | ||
|image=Hikake_Kakeru_4C_1.png | |||
|image2=Hikake_Kakeru_4C_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Air Throw | |name=Air Throw | ||
|input=j.4C | |input=j.4C | ||
|image=Hikake_Kakeru_j4C_1.png | |||
|image2=Hikake_Kakeru_j4C_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Mukashi, Nanika de Mita Waza | |name=Mukashi, Nanika de Mita Waza | ||
|input=236A (Air OK) | |input=236A (Air OK) | ||
|image=Hikake_Kakeru_236A_1.png | |||
|caption=Bandit | |||
|image2=Hikake_Kakeru_236A_2.png | |||
|caption2=Revolver | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage= | |version=236A | ||
|guard=All | |damage=290, 750 | ||
|description= | |guard=Mid | ||
}} | |||
{{AttackData-Hikake | |||
|header=no | |||
|version=j.236A | |||
|damage=460, 750 | |||
|guard=All, Mid | |||
|description=Main combo tool to continue into a meterless OTG pickup. Unfortunately the 2nd hit is not an overhead. </br>Can be used to end an air combo in the midst of a successful air-to-air, but only works on some characters if done after an OTG pickup (more details to come) | |||
}} | }} | ||
}} | }} | ||
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|name=Oni Kenbai | |name=Oni Kenbai | ||
|input=236B/C (Hold OK) | |input=236B/C (Hold OK) | ||
|image=Hikake_Kakeru_236B.png | |||
|caption=B | |||
|image2=Hikake_Kakeru_236C.png | |||
|caption2=C | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Saya Oi | |name=Saya Oi | ||
|input=Oni Kenbai > 6B/C | |input=Oni Kenbai > 6B/C | ||
|image=Hikake_Kakeru_236B6B.png | |||
|caption=6B | |||
|image2=Hikake_Kakeru_236B6C.png | |||
|caption2=6C | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|version=6B | |version=6B | ||
|damage=580 | |damage=580 | ||
|guard=High | |guard=High | ||
}} | }} | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Magatsusa Niwa | |name=Magatsusa Niwa | ||
|input= | |input=623X (EX OK) | ||
|image=Hikake_Kakeru_623X_1.png | |||
|image2=Hikake_Kakeru_623X_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|damage=1300/1400/1700 | |damage=1300/1400/1700 | ||
|guard=N/A | |guard=N/A | ||
|description=Kakeru's command grab. | |description=Kakeru's command grab. | ||
A version is fastest and can be combo'd into if the opponent is standing or crouching, but it ends your combo right away without the use of Brake gauge (Offense Break).</br>B version takes longer but can be used for tick throw setups on block or to get a quick reset into unscaled damage on hit if the opponent expects a different combo route. Also has Autoguard frames during startup.</br>C/EX version serves the same purpose as the B version but with more damage, Offense Break this move if you have Power resources you need to dump for damage output. | |||
}} | }} | ||
}} | }} | ||
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=====<span class="invisible-header">214B/C</span>===== | =====<span class="invisible-header">214B/C</span>===== | ||
{{MoveData | {{MoveData | ||
|name=Katsugu | |name=Katsugu/Hiku<br>-you ni Kamaeru | ||
|input=214B | |input=214B/C | ||
|image=Hikake_Kakeru_214B.png | |||
|caption=214B — Katsugu | |||
|image2=Hikake_Kakeru_214C.png | |||
|caption2=214C — Hiku | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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==Katsugu Moves== | ==Katsugu Moves== | ||
=====<span class="invisible-header"> | =====<span class="invisible-header">k.5A</span>===== | ||
{{MoveData | {{MoveData | ||
|name=Magatamawari | |name=Magatamawari | ||
|input= | |input=k.A (Hold OK) | ||
|image=Hikake_Kakeru_kA_1.png | |||
|image2=Hikake_Kakeru_kA_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage= | |damage=520, 690 | ||
|guard=All, Mid | |guard=All, Mid | ||
|description=Kakeru does a downward then upward slash.</br>Can hold [A] to remain in K stance, otherwise returns to default stance. The 2nd hit has to be Mighty Guarded or Just Guarded in order to be avoided in the air.</br>Has a Just Frame jump Cancel after the 2nd hit connects, likely leads to some kind of combo if the second hit critical-hits or counter-hits. Can only JFC on hit. | |description=Kakeru does a downward then upward slash.</br>Can hold [A] to remain in K stance, otherwise returns to default stance. The 2nd hit has to be Mighty Guarded or Just Guarded in order to be avoided in the air.</br>Has a Just Frame jump Cancel after the 2nd hit connects, likely leads to some kind of combo if the second hit critical-hits or counter-hits. Can only JFC on hit. | ||
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}} | }} | ||
=====<span class="invisible-header"> | =====<span class="invisible-header">k.5A > B</span>===== | ||
{{MoveData | {{MoveData | ||
|name=Magatamabarai | |name=Magatamabarai | ||
|input= | |input=k.A(1) > B (Hold OK) | ||
|image=Hikake_Kakeru_kAB.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage= | |damage=500 | ||
|guard= | |guard=Low | ||
|description= | |description=First hit of Magatamawari can be cancelled into a low slash instead.</br>Can hold [B] to switch to H stance, otherwise returns to default stance. The 2nd hit has to be Mighty Guarded or Just Guarded in order to be avoided in the air.</br>Only combos on crouch. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Iwato Kudaki | |name=Iwato Kudaki | ||
|input= | |input=k.B | ||
|image=Hikake_Kakeru_kB.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=1500 | |damage=1500 | ||
|guard=High | |guard=High | ||
|description=Big lengthy overhead. Useful with dash momentum. Always returns to default stance afterward. | |description=Big lengthy overhead. Useful with dash momentum. Always returns to default stance afterward. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Kamuro Otoshi | |name=Kamuro Otoshi | ||
|input= | |input=k.5C (EX) | ||
|image=Hikake_Kakeru_k5C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=2100 | |damage=2100 | ||
|guard=High | |guard=High | ||
|description=Big lengthy overhead. Decent move to cancel into after another stance move for a quick chunk of damage if you're within reach. Always returns to default stance afterward. Has Armor during the move. | |description=Big lengthy overhead. Decent move to cancel into after another stance move for a quick chunk of damage if you're within reach. Always returns to default stance afterward. Has Armor during the move. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Kamuro Hajiki | |name=Kamuro Hajiki | ||
|input= | |input=k.2C (EX) | ||
|image=Hikake_Kakeru_k2C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=2100 | |damage=2100 | ||
|guard=Low | |guard=Low | ||
|description=Big lengthy Low. Good to enforce the high/low mixup with | |description=Big lengthy Low. Good to enforce the high/low mixup with k.5C. Has to be Mighty/Just guarded in the air. Has Armor during the move | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Sakakidachi | |name=Sakakidachi | ||
|input= | |input=h.A (Hold OK) | ||
|image=Hikake_Kakeru_hA.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Hirasaka | |name=Hirasaka | ||
|input= | |input=h.B (Hold OK) | ||
|image=Hikake_Kakeru_hB.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Ikinari Sasu | |name=Ikinari Sasu | ||
|input= | |input=h.6C | ||
|image=Hikake_Kakeru_h6C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Hoshi Yadoshi | |name=Hoshi Yadoshi | ||
|input= | |input=h.5C (EX) | ||
|image=Hikake_Kakeru_h5C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Oni Hime Misogi | |name=Oni Hime Misogi | ||
|input= | |input=h.5C > 41236C (EX) | ||
|image=Hikake_Kakeru_h5C41236C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=2676 total | |damage=2676 total | ||
|guard=N/A | |guard=N/A | ||
|description=Follow-up | |description=Follow-up that costs another 25 Power Gauge. Good for a quick chunk of additional damage. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Noutou | |name=Noutou | ||
|input= | |input=k/h.214A or k/h.4D | ||
|image=Hikake_Kakeru_kh214A.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name= Katsugu-you ni Kamaeru/</br>Hiku-you ni Kamaeru | |name= Katsugu-you ni Kamaeru/</br>Hiku-you ni Kamaeru | ||
|input= | |input=k.214C or h.214B | ||
|image=Hikake_Kakeru_214B.png | |||
|image2=Hikake_Kakeru_214C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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{{MoveData | {{MoveData | ||
|name=Fumikomi | |name=Fumikomi | ||
|input= | |input=k/h.236X | ||
|image=Hikake_Kakeru_kh236X.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Idzuno Haburi | |name=Idzuno Haburi | ||
|input=Fumikomi A > A (Hold OK) | |input=Fumikomi A > A (Hold OK) | ||
|image=Hikake_Kakeru_kh236AA.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Kegare Naobi | |name=Kegare Naobi | ||
|input=Fumikomi A > B (Hold OK) | |input=Fumikomi A > B (Hold OK) | ||
|image=Hikake_Kakeru_kh236AB_1.png | |||
|image2=Hikake_Kakeru_kh236AB_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage= | |damage=600, 800 | ||
|guard=All | |guard=All | ||
|description=During the A version of Fumikomi, Kakeru does an upward slash followed by an upward sheath slap that launches.</br>Holding [B] puts you in H stance, otherwise returns to default. | |description=During the A version of Fumikomi, Kakeru does an upward slash followed by an upward sheath slap that launches.</br>Holding [B] puts you in H stance, otherwise returns to default. | ||
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|name=Magatsuhi | |name=Magatsuhi | ||
|input=Fumikomi A > C | |input=Fumikomi A > C | ||
|image=Hikake_Kakeru_kh236AC_1.png | |||
|image2=Hikake_Kakeru_kh236AC_2.png | |||
|image3=Hikake_Kakeru_kh236ACC.png | |||
|caption3=Secret C followup | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage= | |version=k/h.236A > C | ||
|guard=Low, High/ | |damage=500, 700 | ||
|description=During the A version of Fumikomi, Kakeru does a low kick into an overhead slash. | |guard=Low, High | ||
}} | |||
{{AttackData-Hikake | |||
|header=no | |||
|version=k/h.236A > C > C | |||
|damage=400 | |||
|guard=All | |||
|description=During the A version of Fumikomi, Kakeru does a low kick into an overhead slash. | |||
Has a Just Frame Cancel after the 2nd hit, done via inputting a well-timed (or mashed out) C. It adds an additional kick that knocks back the opponent on hit and block (likely making the full move safe on block), dealing a total of 1458 damage if all 3 hits connect.</br> Returns to default stance regardless if the JFC is performed or not. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Hi no Kakera | |name=Hi no Kakera | ||
|input= | |input=Assault 3D (Hold OK) | ||
|image=Hikake_Kakeru_Assault_3D.png | |||
|caption=Don't blink | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=500 [1300] | |damage=500 [1300] | ||
|guard=All | |guard=All | ||
|description=Super cool-looking move. | |description=Super cool-looking move.</br>Uncharged version can be combo'd with a tight link to 5B/C at varying distances (not too far).</br>Charged version hits full screen.</br>Can only cancel from normals, and can combo from B and C buttons. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Yomotsu Hegui | |name=Yomotsu Hegui | ||
|input= | |input=Technical 3D | ||
|image=Hikake_Kakeru_Technical_3D_1.png | |||
|caption=Counter stance | |||
|image2=Hikake_Kakeru_Technical_3D_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=1000 | |damage=1000 | ||
|guard=Unblockable | |guard=Unblockable | ||
|description=Kakeru has an unblockable counter-stance. | |description=Kakeru has an unblockable counter-stance. Can catch and counter both mid, low and overhead attacks as long as it hits the TF spark. Opponent cannot Interruptive Brake this counter. Projectiles will clash with the TF spark without Kakeru attempting to counter them. | ||
}} | }} | ||
}} | }} | ||
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|name=Oni Kagura | |name=Oni Kagura | ||
|input=2141236C | |input=2141236C | ||
|image=Hikake_Kakeru_236B.png | |||
|image2=Hikake_Kakeru_h5C41236C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|damage=2597 | |damage=2597 | ||
|guard=All | |guard=All | ||
|description=Rapid slash super, typically used as a combo ender. Follow-up is the same as the follow-up for | |description=Rapid slash super, typically used as a combo ender. Follow-up is the same as the follow-up for h.5C. | ||
}} | }} | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|damage=3586 total | |damage=3586 total | ||
|guard=All | |guard=All | ||
|description=When executed ''right'' as Kakeru sheaths the blade during Oni Kagura, does the exact same follow-up that Hoshi Yadoshi ( | |description=When executed ''right'' as Kakeru sheaths the blade during Oni Kagura, does the exact same follow-up that Hoshi Yadoshi (h.5C) has.</br>The best bang for your buck when you have resources to dump on a confirm to maximize damage. | ||
}} | }} | ||
}} | }} | ||
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|name=Oni Yatsuka | |name=Oni Yatsuka | ||
|input=2363214C | |input=2363214C | ||
|image=Hikake_Kakeru_2363214C_1.png | |||
|image2=Hikake_Kakeru_2363214C_2.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake | ||
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|name=Kamukura Hofuri | |name=Kamukura Hofuri | ||
|input=236236C in OD | |input=236236C in OD | ||
|image=Hikake_Kakeru_236236C.png | |||
|data= | |data= | ||
{{AttackData-Hikake | {{AttackData-Hikake |
Revision as of 15:12, 29 November 2023
(From Google translating his bio from the html manual): A swordsman who appears and disappears. No one knows his true identity, except for the scar on his right cheek. Rumor has it that he aims to exterminate the demons, but the truth is unknown. It is unknown at what time, but rumors of his existence began to whisper under the name of "Vermilion". Uses a rare sword called "Katana", which is a product of the old era. He is crude, rugged and troublesome, and has an air of instinctively overpowering others.
tl;dr: Kakeru is behaviorally kinda like Sol Badguy from Guilty Gear with Johnny's Iaido-style moves. Smokes cigs and draws pentagrams and stuff cuz its cool and not cringe.
In "Katsugu" or 'K' stance Kakeru puts katana onto his shoulder and gains a set of slow, but extremely powerful moves. For this, he cannot crouch, walk, run, jump or even guard – instead he gains access to a step dash (instead of run) backdashing and sidestepping. The Katsugu dash is longer than the regular dash time outside stance, and sidestepping causes Kakeru to move closer to his opponent instead of circling around as with the default sidestep.
In "Hiku", or 'H' stance Kakeru holds katana low to the ground and attacks with less straightforward and damaging slashes, but his defense is nonetheless low. Once again, he cannot guard, walk, jump or crouch, but in this stance he is able to run as well as dash. Forward dash is much shorter, backdash, on the other hand, noticeably longer, and sidestep now causes Kakeru to increase the distance between him and his opponent.
In both katana stances Kakeru is able to cancel his dash into an attack thus adding forward momentum to the attack. In addition to this, most stance attacks have a "built-in" option to switch into another stance on the fly, allowing Kakeru to link together attacks from both modes, typically done by holding the button down after executing the appropriate move in a stance.
For notation purpses stance moves are prefaced with k. or h. for K and H stance respectively, as suchk.236A > C > C
assumes that you start in K stance and input 236A.Normal Moves
5A
5A
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5B
5B
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5C
5C
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2A
2A
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2B
2B
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2C
2C
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6B
6B
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66A
66A
Technical Only |
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662A
662A
Technical Only |
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66B
66B
Technical Only |
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662B
662B
Technical Only |
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66C
66C
|
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662C
662C
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j.A
j.A
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j.B
j.B
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j.C
j.C
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Throw
Throw
4C |
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Air Throw
Air Throw
j.4C |
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Special Moves
236A
Mukashi, Nanika de Mita Waza
236A (Air OK) |
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236B/C
Oni Kenbai
236B/C (Hold OK) |
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236B/C > 6B/C
Saya Oi
Oni Kenbai > 6B/C |
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623X
Magatsusa Niwa
623X (EX OK) |
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214B/C
Katsugu/Hiku
-you ni Kamaeru 214B/C |
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Katsugu Moves
k.5A
Magatamawari
k.A (Hold OK) |
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k.5A > B
Magatamabarai
k.A(1) > B (Hold OK) |
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K.5B
Iwato Kudaki
k.B |
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K.5C
Kamuro Otoshi
k.5C (EX) |
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K.2C
Kamuro Hajiki
k.2C (EX) |
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Hiku Moves
H.5A
Sakakidachi
h.A (Hold OK) |
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H.5B
Hirasaka
h.B (Hold OK) |
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H.6C
Ikinari Sasu
h.6C |
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H.5C
Hoshi Yadoshi
h.5C (EX) |
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H.5C > 41236C
Oni Hime Misogi
h.5C > 41236C (EX) |
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Universal Stance Moves
Stance 214A
Noutou
k/h.214A or k/h.4D |
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Stance 214B/C
Katsugu-you ni Kamaeru/
Hiku-you ni Kamaeru k.214C or h.214B |
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Stance 236X
Fumikomi
k/h.236X |
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Stance 236A > A
Idzuno Haburi
Fumikomi A > A (Hold OK) |
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Stance 236A > B
Kegare Naobi
Fumikomi A > B (Hold OK) |
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Stance 236A > C
Magatsuhi
Fumikomi A > C |
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Assault/Technical Skill
Assault 3D
Hi no Kakera
Assault 3D (Hold OK) |
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Technical 3D
Yomotsu Hegui
Technical 3D |
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Super Moves
2141236C
Oni Kagura
2141236C |
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2363214C
Oni Yatsuka
2363214C |
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OverDrive Force
Kamukura Hofuri
236236C in OD |
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General Strategy
Overview
Stance Basics
Kakeru has different properties from each stances. Their usage is usually to vary your moveset on neutral to become more unpredictable, but they can get you good blockstrings and combos as well.
On pressure he's able to cancel normals into both stances, or just feint the stance change (Like Johnny from guilty gear series) to mixup opponents.
On combos Kakeru can get good damage if you get enough meter to dump it into the C moves.
How to get to both stances from default mode:
- 214B unsheathes into K stance;
- 214C unsheathes into H stance;
- 236[B] gets you into K stance;
- 236C[C] gets you into H stance.
General Rules
- Both have A, B, C buttons, but K stance has 2C and H stance has 6C;
- Universally the button that keeps you in your stance after usage is 5[A];
- Both stances can be cancelled with 4D or 214A.
To switch inbetween stances you can use:
- Command dash h.236B (->K stance);
- Command dash k.236C (->H stance);
- k.5A > [B] to switch to H;
- h.5[B] to switch to K.
Limitations
In a blockstring, if Kakeru stance cancel his normals into 4D (feint) he will not be able to repeat the same blockstring nor the same stance change.
- I.e: 5B > 5C > 214B > 4D (feint) > 5B > (5C)
The 5C doesn't work in this case because he already commited into it in the first blockstring. To maneuver that you have to:
- Use different buttons;
- Use different stance;
- Use offensive or technical brake to "reset" the cooldown.
- I.e: 5B > 5C > 214B > 4D (feint) > 5B > 2C
5B > 2C works in this case because it wasn't used before.
- I.e: 5B > 5C > 214B > 4D (feint) > 5B > 2C > 214C > 4D (feint) > dash 5A > 2B > 6B
You could add one more feint because you used H stance instead of repeating the K stance.
- I.e: 5B > 5C > 214B > 4D (feint) > 5B > Tech brake > 5B > 5C > 214B > 4D (feint)
It worked in this example because Kakeru used tech brake to reset the cooldown of his stance.
Combos
Default Stance Combos
In A-Groove, all of these can be extended with an Assault Brake on any grounded normal, experiment and try fiddling with other possible routes using Assault Brake.
Meterless
Most basic combo recipe starter: any gatling going from A to B to C, AKA the ABC combo
Can start from any A, or B, or C button, but cannot reverse beat (any variation of C > B > A or C > B or B > A is not possible).
e.g. 5A > 2B > 5C
or 5A > 5B > 2C
or 2AA > 5B > 2B > 2C > 5C
or 5B > 2B > 5C
or literally any further sequential combination of 5/2A > 5/2B > 5/2C
Basic universal meterless BnB:
ABC combo > 236A > 2A > 5C jc j.AABC
. works on everyone standing, 236A whiffs on some crouching based on spacing and/or moves used in the ABC combo(?) . 236A > 2A is a link during the ground bounce . 2B and 5C move Kakeru forward during the attacks, useful to include one if not both of these buttons in the gatling string if any hit of 236A tends to whiff in the string you are attempting. . max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AABC (2220 dmg non-CH starter)
Basic specific meterless BnB:
ABC combo > 236A > 2A > 5C jc j.AAAB > j.236A
. Works on some, not all (will specify further) . the j.AAAB part of the combo needs to be done pretty quickly, if delayed too much then 236A will whiff due to your positioning in the air being lower than the opponent positioning in the air . max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AAAB > j.236A (2394 dmg non-CH starter)
Basic hard knockdown meterless BnB:
ABC combo > 236A > 2A > 6B
. Good to use in order to enforce a stance mixup while keeping the opponent close by
. Leaves the opponent face down on wakeup so they can't wakeup roll away, which is only possible when opponent is face up/on their back
. Often done when there was more damage scaling due to the starter
i.e. lots of A buttons beforehand, since cashing out on a more damaging route (without OB resetting scaling) would not be worth it given the scaling
Basic universal crouching meterless BnB:
ABC combo > 236B/C > 6B/C
. works on everyone crouching
. 6B can be teched, but is an overhead. 6C knocks down, but is a low
. usage of 236B/C and the 6B/C follow-up depends whether the string is blocked or not (6B follow-up to push back more on block, 6C for better reward on hit)
. can omit the follow-up to do 236[B]/[C] instead and enforce a stance mixup OR combo into stance moves if combo started with a Counter 2/3
Dash/Running combo on standing into meterless BnB
Dash C > 236A > 2A > [6B] or [5C > air route]
. standing only
. only worth spending Power Gauge for damage if you have enough Brake Gauge to OB before a super is attempted due to the scaling being reset back to 75%
Dash/Running combo on crouching into meterless BnB
Dash C > 236B > 6B/C
. the follow-up only connects if 236B is used, 236C has too much startup for the follow-ups to connect
. same usage clause applies as the basic crouching BnB (6B on block, 6C on hit, stance mixup, etc.)
Assault Force Combos
You can only cancel into 3D from normals, grants a link into 5B/C afterward for an air combo. (work in progress)
Ethereal Force Combos
Since Kakeru doesn't have any comboable EX moves in his default stance, the only extra damage he gets from using his Power Gauge in default stance are his supers (and the rare case of Force Cancels when in Overdrive mode).
Typical Power Meter Dump combo:
ABC combo > 236A > 2A > 5C > delay 236B (optional OB) > 2141236C (> 41236C)
. Good damage, especially if OB'd before the super to reset the scaling a bit . delay 236B probably the hardest part of the combo, doing it too fast makes the super whiff due to height . Without OB, entire combo with the super follow-up uses 90 POWER GAUGE and does less damage than with an OB LOL *(Using OB after a special move ignores the rule of costing an addtl. 15 Power to cancel into a super from a special move, thus lessens the damage scaling and costing less Power Gauge overall.) . Can omit the 236B and go straight into super after 5C if you don't have OB and want to instead use 75 meter max
If the opponent is crouching and you know 236A is going to whiff early on, do this super instead:
ABC combo > 236B > 6C (optional OB) > 2363214C
. uses 65 Power (50 if OB'd after 236B>6C) . pretty good damage too . can do the other super too and it's follow-up but it doesn't do too much more damage for spending more resources as opposed to 2363214C, so better to save that super for other longer routes with OB.
Stance Glitch
If a round ends in a time-out and Kakeru is in either K or H stance, the game soft-locks and does not proceed to the next round. Only the Start button can be pressed in order to exit back to character select.
Likely approached similarly to the Ruby Heart glitch in MvC2, while there aren't any explicit rules against performing this particular glitch in HiKake since there probably aren't any tournaments run for it, DO NOT DO THIS GLITCH IN TOURNAMENT!!!
You will likely get dq'd or lose the game at the discretion of the TO.